Subject: Re: [stella] Visual questions From: cwilkson@xxxxxxx Date: Tue, 25 Jul 2000 14:16:14 -0400 |
-------- In message <4.3.2.7.0.20000725035024.0266d970@xxxxxxxxxxxxxxxxxx>, Glenn Saunde rs writes: >Two visual-related questions. > >When talking about a byte, the numbering is like this, right? > >128 64 32 16 8 4 2 1 yep. >What about the bit numbering? Does it go from left to right or right to left? Bit numbers, in order, are 7-6-5-4-3-2-1-0. Basically, the decimal value for each bit position is 2^(bit number). The decimal value of the byte is computed by summing 2^(bit number) for all the bits whose value is "1". >So when drawing player sprites for use in memory by using graph paper, what >you see is what you get on the screen if you feed it numbers like the >above, ala: > >X X X X X X X X = 255 >X 0 0 0 0 0 0 0 = 128 >X 0 0 0 0 0 X 0 = 130 Yes, but can you use the numeral "1" instead of "X" to represent true? An "X" typically means don't know, or don't care. >Also, how I'm going to explain VDEL is that it has the net effect of This is good. You just explained VDEL to me...congrats! (and thanks! :) >Also, I've noticed that a lot of source code stores sprite data upside >down. Any reason why? Do they scan memory by decrementing a counter or >something? Yes, it's much easier to detect a zero than it is to detect a byte overflow, because of the zero flag. -Chris -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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